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Month: October 2016

I created following UX screens for the next animation cut. I’m planning to use either motion sketch to show how app works, or a green screen animation with screen replacement that shows real human interacting with it.

We learned C# scripting basics for Unity and a quick exercise in class was to develop a radio scene that plays new audio clip on keypress. I created the scene with an Audio Source gameobject, and assigned a script called radioChannelSwitch to it. The gameobject looks like this:

Audio Source gameobject has an array of audio clips called My clips. I defined the size and contents of this array with Unity GUI by dragging and dropping those 5 audio files from project assets to Element 0-4 fields.

AudioClip on top refers to file STE-015, which is 0th element of My clips array. When triggered, Audio Source plays the file that’s currently pointed by AudioClip. So a keypress (Space bar in this case) needs to switch AudioClip to point to next file (or Element) from My clips array.

The script radioChannelSwitch.cs looks like this:

using UnityEngine;using System.Collections;

publicclassradioChannelSwitch:MonoBehaviour{

publicAudioClip[]myClips;privateintcurrentClip;

//Usethisfor initializationvoidStart(){GetComponent<AudioSource>().clip=myClips[0];//initialize Audio Clip to 0th clip from the array

I applied many of the learnings from Alon’s class and made this video using Aftereffects:

Chalking down the idea, sequence of frames, sketching the whole 30 seconds took nearly 70% of the time. I wanted this video to convey a number of problems, possible solution, & perks of using this solution. I first did some sketching to finalize the frames and graphic elements that I then created using Illustrator.